#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;

uniform mat4 transform;


uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

//mat4 route3D(float angle)
//{
//   float c= cos(angle);
//   float s=sin(angle);
//   return mat4(
//      c ,-s,0.0,0.0,
//      s ,c ,0.0,0.0,
//      0.0,0.0,1.0,0.0,
//      0.0,0.0,0.0,1.0
//   );
//

void main()
{
   //gl_Position =  route3D(factor)*vec4(aPos,1.0);
   gl_Position =  projection*view*model*transform*vec4(aPos,1.0);
//   gl_Position = vec4(aPos,1.0);
   TexCoord=aTexCoord;
}